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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl83
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl76
4 files changed, 34 insertions, 147 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 32aab152a3..1dd29bfc70 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -14,7 +14,6 @@ uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
uniform sampler2DRectShadow shadowMap3;
-uniform sampler2D noiseMap;
uniform sampler2DRect depthMap;
uniform mat4 shadow_matrix[6];
@@ -70,8 +69,6 @@ void main()
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
- vec3 samp_pos = getPosition(frag).xyz;
-
float shadow = 1.0;
vec4 pos = vec4(vary_position, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl
deleted file mode 100644
index ea2df4b51a..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl
+++ /dev/null
@@ -1,83 +0,0 @@
-/**
- * @file blurLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-#version 120
-
-#extension GL_ARB_texture_rectangle : enable
-
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect lightMap;
-
-uniform float dist_factor;
-uniform float blur_size;
-uniform vec2 delta;
-uniform vec3 kern[4];
-uniform float kern_scale;
-
-varying vec2 vary_fragcoord;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- vec3 pos = getPosition(vary_fragcoord.xy).xyz;
- vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba;
-
- vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
-
- dlt /= max(-pos.z*dist_factor, 1.0);
-
- vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
- vec4 col = defined_weight.xyxx * ccol;
-
- for (int i = 1; i < 4; i++)
- {
- vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;
- vec3 samppos = getPosition(tc).xyz;
- float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
- if (d*d <= 0.003)
- {
- col += texture2DRect(lightMap, tc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
- }
- }
- for (int i = 1; i < 4; i++)
- {
- vec2 tc = vary_fragcoord.xy - kern[i].z*dlt;
- vec3 samppos = getPosition(tc).xyz;
- float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
- if (d*d <= 0.003)
- {
- col += texture2DRect(lightMap, tc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
- }
- }
-
-
-
- col /= defined_weight.xyxx;
-
- gl_FragColor = col;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl
deleted file mode 100644
index c2d05c601a..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl
+++ /dev/null
@@ -1,19 +0,0 @@
-/**
- * @file blurLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-#version 120
-
-varying vec2 vary_fragcoord;
-uniform vec2 screen_res;
-
-void main()
-{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index cc921f23d7..08b16d787f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -62,58 +62,50 @@ vec4 getPosition(vec2 pos_screen)
float calcAmbientOcclusion(vec4 pos, vec3 norm)
{
float ret = 1.0;
-
- float dist = dot(pos.xyz,pos.xyz);
-
- if (dist < 64.0*64.0)
- {
- vec2 kern[8];
- // exponentially (^2) distant occlusion samples spread around origin
- kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
- kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
- kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
- kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
- kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
- kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
- kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
- kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
- vec2 pos_screen = vary_fragcoord.xy;
- vec3 pos_world = pos.xyz;
- vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
+ vec2 kern[8];
+ // exponentially (^2) distant occlusion samples spread around origin
+ kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+ kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+ kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+ kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+ kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+ kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+ kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+ kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec3 pos_world = pos.xyz;
+ vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
- float angle_hidden = 0.0;
- int points = 0;
+ float angle_hidden = 0.0;
+ int points = 0;
- float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+ float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
- // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
- for (int i = 0; i < 8; i++)
- {
- vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
- vec3 samppos_world = getPosition(samppos_screen).xyz;
+ // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
+ for (int i = 0; i < 8; i++)
+ {
+ vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
+ vec3 samppos_world = getPosition(samppos_screen).xyz;
- vec3 diff = pos_world - samppos_world;
- float dist2 = dot(diff, diff);
+ vec3 diff = pos_world - samppos_world;
+ float dist2 = dot(diff, diff);
- // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
- // --> solid angle shrinking by the square of distance
- //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
- //(k should vary inversely with # of samples, but this is taken care of later)
+ // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+ // --> solid angle shrinking by the square of distance
+ //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+ //(k should vary inversely with # of samples, but this is taken care of later)
- //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces
- // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor)
- angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
+ angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
- // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- points = points + int(diff.z > -1.0);
- }
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+ points = points + int(diff.z > -1.0);
+ }
- angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
+ angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
- ret = (1.0 - (float(points != 0) * angle_hidden));
- ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
- }
+ ret = (1.0 - (float(points != 0) * angle_hidden));
return min(ret, 1.0);
}